Oh, ok, I understand !That's a good idea, but maybe weapons will have too similar possibilities... But I say that with a complete lack of reflexion .

Actually, the state machine will prevent the player from loading a weapon while shooting or shooting while reloading. Anyway, it does not prevent a weapon from having a specific behaviour. The package "weaponry" already allows weapons to use different kinds of ammunitions (laser, bullets, rockets, bores, etc...), with specific values for the amount of ammo used per shot, the ammo count in a magazine, the duration of an attack in milliseconds, the possibility of handling 2 identical weapons at the same time, etc...

to use different kinds of ammunitions (laser, bullets, rockets, bores, etc...)

I've been waiting for ages for this! Can we finally bore somebody to death ingame?

I don't know if I understand your sentence correctly. I plan to repair the reload feature. Then, I have to check that the shoot feature works internally, i.e the ammo count decreases correctly when you shoot. After that, I have to check that the software picking works as expected (it should detect whether a guy is "concerned"). Finally, I have to change the index of the key frame set used by enemies when they are damaged so that you effectively see that you're killing them.

Of course, I will need some help to modify the models of the main enemies so that you can split them into pieces. As a first step, you will only be able to make them fall on the small.

I have lots of work. The 3 next weeks are going to be extremely intensive in terms of coding. I really want to kill some cops and some soldiers.

Edit.: I spoke about bores because I would like to add a weapon allowing to throw a bore to the head of the enemy like in Turok 2

I understand that some people agree with you but this is an opinion, not a fact. Don't believe it's obvious for everyone. Some cops that beat demonstrators and some soldiers that kill civilians are not "good" people in my humble opinion. Come down to Earth, some people don't like the police.

Edit.: I need to put the source code of the state machine into a separate class in order to use it for the states of the player.

I understand that some people agree with you but this is an opinion, not a fact. Don't believe it's obvious for everyone. Some cops that beat demonstrators and some soldiers that kill civilians are not "good" people in my humble opinion. Come down to Earth, some people don't like the police.

80% of victims during war conflicts are civilians. Do you really know which kind of persons accepts staying in the army on the long term? Do you know how they are manipulated? If a few of them don't want to "play" the war, this will be a miracle. You act like a child who discovers that soldiers are not always nice guys.

The scenario of TUER clearly mentions that policemen decide to use lethal weapons against demonstrators. Therefore, I hope ra4king won't come here to whine each time I will say that we will be able to kill cops.

80% of victims during war conflicts are civilians. Do you really know which kind of persons accepts staying in the army on the long term? Do you know how they are manipulated? If a few of them don't want to "play" the war, this will be a miracle. You act like a child who discovers that soldiers are not always nice guys.

80% of victims during war conflicts are civilians. Do you really know which kind of persons accepts staying in the army on the long term? Do you know how they are manipulated? If a few of them don't want to "play" the war, this will be a miracle. You act like a child who discovers that soldiers are not always nice guys.

We could start a "figures" war but I don't think it would be very interesting. If you knew me better, you would understand why I wrote that and why I really know what I mean. You can contest the figures and the interpretations but you cannot change the facts. Best regards.

At first, I would like to clarify something. I started this project at the end of October 2006, I used the source code of the game "Art Attack" that relies on the 3D engine "d3caster" (it uses software rendering, raycasting to be more accurate). I still use a few artworks and the first map of this game in the 3 versions of TUER. However, the alpha version uses less than 3% of the source code of "Art Attack", I had to rewrite almost everything. The 2 other versions use 0% of its source code. I have even recently decided to replace the legacy textures and to use another map for the training level. Therefore, TUER is not a clone of another game. It has very poor graphics, very ugly models but I have never wanted to write a clone of an existing game. Starting with an existing code base was just more motivating and I was curious, I wanted to understand the 4 classes of "Art Attack". There are now about one hundred classes in the pre-beta version of TUER. As it has been an open source project right from the beginning, you can look at the source code and compare it with its ancestor.

Secondly, I'm still a bit ill, it's not fine to record the insults (for the "insult" feature).

Thirdly, as I had noticed some people in Austria and in Australia had tried to use Google Translate to translate some articles about TUER some months ago, I made an effort to translate them correctly in priority. They are now all available both in French and in English like 52,7% of the articles of my blog.

On the other hand, please keep in mind that the scenario of TUER concerns a situation that forces people to clarify their own positions in the capitalist system, they have to decide whether they defend this system or not.

Finally, I'm going to have some more spare time during 2 weeks. I really want to use it to improve TUER. I would like to succeed in implementing some key features so that we can kill some enemies. When it's done, I will have to spend much time to fully implement the two main optimizations mentioned in the roadmap because the pre-beta version of TUER cannot replace the alpha version until the framerate of the former is not at least as high as the framerate of the latter. I have lots of things to do. Best regards.

P.S: Someone usurpated my identity on IRC once more, March 6th, 2012. I've just noticed that now. If the person liable of this IRC channel could help me to find him/her, it would be nice, it would allow me to lodge a complain. I don't appreciate attempts of destabilization. Keep in mind that I respect the freedom of expression, I only strongly warn French-speaking people of prosecution in real case of usurpation, divulgation of personal data, infringement of publicity rights (mostly "image" rights), public insults, libel or public defamation, I don't prevent people from speaking about TUER.

I have something else to remind as some people still say that my "reimplementation" does not improve in any way the ancestor of TUER. Please find below the main improvements of TUER in comparison to Art Attack:- an higher framerate (thanks to JOGL and the system of spatial subdivision)- a lower memory footprint (mainly thanks to the abandon of the raycasting)- a rudimentary editor (JFPSM)- you can see the weapon you use- the bloody screen- there is no hardcoded limit of visible projectiles- the switch to Java Web Start drives the whole game more reliable as some web browsers still have a bad support of applets- the support of full-screen mode- several weapons (only in the pre-beta version)- a more robust sound system (only in the pre-beta version)- dual handed weapons (only in the pre-beta version)- desktop shortcuts to install and uninstall the game (only in the pre-beta version)

I understand that some people dislike my project but please be honest and stop any useless propaganda. The biggest success in this project is the fact I have learned a lot of things and it has been really fun. Best regards and long live TUER.

I tried to switch to Mageia Linux 2 but it caused a lot of problems. I will need several days to switch to Debian Linux once for all. The implementation of the shoot requires much more work than I planned. Best regards.

I take some days off. I really hope to succeed in implementing the shoot. I try to implement a better system to select a weapon like in GoldenEye 007, the weapon you don't use goes to the bottom and the weapon you take comes from the bottom. I want to implement some features that are really important for the gameplay before focusing again on the framerate and the memory footprint. Best regards.

Actually, the shoot is almost fully working, the whole duration of a shot is not yet taken into account, there is a lack of visual feedback but all callbacks are ready, I plan to display some sparks during a very short time, I want to move the weapon a bit during the shot, I have to show the hand of the character and to make it move when pressing and releasing the trigger. I'm very happy, I have worked on this whole feature for tens of hours and it seems to work quite fine. When I end with the implementation of this feature, I will update the demo. Best regards.

@N_I_C_S I'm now sure that using a state machine for the player is a very good idea.

Oh yes, that's certainly a good solution, personnally I use a static class to store the player, in a kind of singleton, finally this is not so far .

Lol. Actually, I don't use a state machine to store players, I use it to store player states about weapons ("idle", "put back", "select previous", "select next", "reload", "pull out", "press trigger", "attack", "wait for the end of attack", "wait for trigger release", "release trigger" and "not yet available").

Hi !Sorry for the state machine, actually I didn't understand because of the term "player" ...

Otherwise, I just tested the new version, with a little difficulty I must say because of a very slow framerate on my poor laptop (10 fps, sometimes it freezed completely) ! What I noticed (but I think I'll teach you nothing) :- I tried to take a gun, heard the pick noise, but hadn't it and couldn't shoot.- The models are pretty cool !- The black fog is too near !- No slide collisions on the walls (I remember it was implemented on old versions...) and no collision at all outside .- The outside scenery is beautiful !- Problem with the skybox, which doesn't follow the camera.

But you really improved the game since the last time I tried ! Now I'll take a look on your sources .

- The black fog is too near !- No slide collisions on the walls (I remember it was implemented on old versions...) and no collision at all outside .

Which fog? I couldn't see any fog at all...(Core i7 2600K@4Ghz, 16GB, Java 7.something, GeForce 680, Windows 7 64bit)... I agree on the sliding thing...once you hit a wall, you get stuck, which is very annoying and not what you would expect.

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